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TACTICAL STUDIES RULES
LAKE GENEVA, Wl 53147
STATISTICS REGARDING CLASSES:
Magic-Users
Medium 1 Man 1 - - - - -
Seer 1 + 1 Man +1 2 - - - - -
Conjurer 2 2 Men 3 1 - - - -
Theurgist 2 + 1 2 Men +1 4 2 - - - -
Thaumaturgist 3 3 Men 4 2 1 - - -
Magician 3 + 1 3 Men +1 4 2 2 - - -
Enchanter 4 Hero -1 4 3 2 1 - -
Warlock 5 Hero 4 3 3 2 - -
Sorcerer 6 + 1 Hero +1 4 3 3 2 1 -
Necromancer 7 Wizard 4 4 3 3 2 -
Wizard 8 + 1 Wizard 4 4 4 3 3 -
Wizard, 12th Level 8 + 2 Wizard 4 4 4 4 4 1
Wizard, 13th Level 8 + 3 Wizard 5 5 5 4 4 2
Wizard, 14th Level 8 + 4 Wizard +1 5 5 5 4 4 3
Wizard, 15th Level 9 + 1 Wizard +1 5 5 5 4 4 4
Wizard, 16th Level 9 + 2 Wizard +2 5 5 5 5 5 5
Clerics
Acolyte 1 Man - - - - - -
Adept 2 Man +1 1 - - - - -
Village Priest 3 2 Men 2 - - - - -
Vicar 4 3 Men 2 - 1 - - -
Curate 4 + 1 3 Men +1 2 - 2 - - -
Bishop 5 Hero -1 2 1 2 1 - -
Lama 6 Hero 2 2 2 1 1-
Patriarch 7 Hero +1 2 2 2 2 2 -
Patriarch, 9th Level 7 + 1 Superhero -1 3 3 3 2 2 -
Patriarch, 10th Level 7 + 2 Superhero -1 3 3 3 3 3 -
SPELLS TABLE
Magic-Users:
Clerics:
Skeleton 7 T T D D D D D
Zombie 9 7 T T D D D D
Ghoul 11 9 7 T T D D D
Wight N 11 9 7 T T D D
Wraith N N 11 9 7 T T D
Mummy N N N 11 9 7 T T
Spectre N N N N 11 9 7 T
Vampire N N N N N 11 9 7
Numbers are the score to match or exceed in order to turn away, rolled with
two six-sided dice.
T = Monster turned away, up to two dice in number.
D = Dispelled/disoIved, up to two dice in number.
N = No Effect.
BASIC EQUIPMENT AND COSTS:
It will be necessary for players to equip their characters with various basic items
of equipment. Selection of items is strictly up to the players, and Gold Pieces are
taken away accordingly (players may sell to one another, of course, and then
Gold Pieces would be transferred).
Item Cost Item Cost
Dagger 3 Leather Armor 15
Hand Axe 3 Chain-type Mail 30
Mace 5 Plate Mail 50
Sword 10 Helmet 10
Battle Axe 7 Shield 10
Morning Star 6 Barding (Horse Armor) 150
Flail 8 50' of Rope 1
Spear 2 10' Me 1
Pole Arm 7 12 Iron Spikes 1
Halberd 7 Small Sack 1
Two-Handed Sword 15 Large Sack 2
Lance 4 Leather Back Pack 5
Pike 5 Water/Wine Skin 1
Short Bow 25 6 Torches 1
Long Bow 40 Lantern 10
Composite Bow 50 Flask of Oil 2
Light Crossbow 15 3 Stakes & Mallet 3
Heavy Crossbow 25 Steel Mirror 5
Quiver of 20 Arrows 10 Silver Mirror, Small 15
Case with 30 Quarrels 10 Wooden Cross 2
20 Arrows/30 Quarrels 5 Silver Cross 25
Silver Tipped Arrow 5 Holy Water/Vial 25
Mule 20 Wolvesbane, bunch 10
Draft Horse 30 Belladonna, bunch 10
Light Horse 40 Garlic, bud 5
Warhorse, Medium 100 Wine, quart 1
Warhorse, Heavy 200 Iron Rations (for dungeon expeditions)
Saddle 25 1 person/1 week 15
Saddle Bags 10 Standard Rations for 1 person, 1 week 5
Cart 100
Wagon 200 Other items cost may be
Raft 40 calculated by comparing to
Small Boat 100 similar items listed above.
Small Merchant Ship 5000
Large Merchant Ship 20000
Small Galley 10000
Large Galley 30000
ATTACK MATRIX I. : MEN ATTACKING
TARGET:
Armor 20-Sided Die Score to Hit by Level*
Class Description 1-3 4-6 7-9 10-12 13-15 16 & +
2 Plate Armor & Shield 17 15 12 10 8 5
3 Plate Armor 16 14 11 9 7 4
4 ChainMail & Shield 15 13 10 8 6 3
5 Chain Mail 14 12 9 7 5 2
6 Leather & Shield 13 11 8 6 4 1
7 Leather Armor 12 10 7 5 3 1
8 Shield Only 11 9 6 4 2 1
9 No Armor or Shield 10 8 5 3 1 1
All base scores to hit will be modified by magic armor and weaponry. Missile
hits will be scored by using the above tables at long range and decreasing Armor
Class by 1 at medium and 1 at short range.
SAVING THROW MATRIX:
All Wands —
Including
Class & Death Ray Polymorph or Dragon Staves &
Level or Poison Paralization Stone Breath Spells
Fighting-Men 1-3 12 13 14 15 16
Magic-User 1-5 13 14 13 16 15
Cleric 1-4 11 12 14 16 15
Fighter 4-6 10 11 12 13 14
Magic User 6-10 11 12 11 14 12
Cleric 5-8 9 10 12 14 12
Fighter 7-9 8 9 10 10 12
Magic-User 11-15 8 9 8 11 8
Cleric 9-12 6 7 9 11 9
Fighter 10-12 6 7 8 8 10
Magic-User 16 + 5 6 5 8 3
Cleric 13 + 3 5 7 8 7
Fighter 13 + 4 5 5 5 8
Failure to make the total indicated above results in the weapon having full ef
fect, i.e. you are turned to stone, take full damage from dragon's breath, etc.
Scoring the total indicated above (or scoring higher) means the weapon has no
effect (death ray, polymorph, paralization, stone, or spell) or one-half effect
(poison scoring one-half of the total possible hit damage and dragon's breath
scoring one-half of its full damage). Wands of cold, fire balls, lightning, etc. and
staves are treated as indicated but saving throws being made result in one-half
damage.
THE MONSTERS
MOVEMENT:
Type # of Hexes Type: (Flying) # of Hexes
Man on foot 3
Wagon or Cart 4 Dragon 24
Draft Horse 5 Griffon 30
Heavy Horse 6 Hippogriff 40
Medium Horse 8 Roc 48
Light Horse 10 Pegasus 48
Raft 10 (3) Broom 40
Boat 15 (5) Carpet 30
Merchant Ship 12 Efreet 20
Galley 20 (6) Djinn or Air Elemental 30
1 Die 2 Die
KoboIds 1 Hobgoblins 1
Goblins 2 Zombies 2
Skeletons 3 Lizards 3
Orcs 4 Warriors 4
Giant Rats 5 Conjurers 5
Centipedes 6 Gnolls 6
Bandits 7 Ghouls 7
Spiders 8 Toads 8
Berserkers 9
Theurgistists 0
3 Die 4 Die
Wights 1 Wraiths 1
Heroes 2 Ogres 2
Giant Hogs 3 Evil Priests 3
Giant Ants 4 Myrmidons 4
Ochre Jelly 5 Giant Beetles 5
Thaumaturgists 6 Giant Scorpions 6
Swashbucklers 7 Lycanthropes 7
Magicians 8 Gargoyles 8
Giant Snakes 9 White Apes 9
Giant Weasles 0 Enchanters 0
5 Die 6 Die
Trolls 1 Giants 1
Superheroes 2 Hydra (9-12 heads) 2
Wyverns 3 Drogons 3
Spectres 4 Basilisks 4
Mummies 5 Gorgons 5
Minotaurs 6 Chimeras 6
Manticores 7 Vampires 7
Cockatrices 8 Lords 8
Sorcerers 9 Spectres 9
Wyverns 10 Wizards* 10
Hydra (6-8 heads) 11 Evil High Priests* 11
Medusae 12 Purple Worms 12
Castles: As stated, the ponds indicate Castles. The inhabitants of these strong
holds are determined at random. Occupants of these castles will venture out if a
party of adventurers passes nearby. If passing over the castle hex there is a 50%
chance (die 1-3) that they will come out, if one hex away there is a 33 1/3
chance (die 1 -2), and if two hexes away there is only a 16 2/3% chance (die 1).
If the party is on the castle hex and hails the castle, the occupants will always
come forth if the party is not obviously very strong and warlike. Patriarchs are
always Lawful, and Evil High Priests are always Chaotic. All other castle inha
bitants will be either hostile to the adventurers (die 1-3) or neutral (die 4-6).
Determine the occupant of a castle as follows:
Magic-Users from castles will send passersby after treasure by Geas if they are
not hostile, with the Magic-User taking at least half of all treasure so gained, the
Magic-User having first choice of magical items and automatically choosing Mis
cellaneous Magic, Wands/Staves, or Rings (in that order) in preference to other
items. Otherwise, the Magic-User will require a magical item from the passersby
as toll, and if they have no magical items suitable for use the Magic-User will re
quire a toll of from 1000 to 4000 Gold Pieces.
Clerics will require passersby to give a tithe (10%) of all their money and jewels.
If there is no payment possible the Cleric will send the adventurers on some
form of Lawful or Chaotic task, under Quest. Generally Evil High Priests will
simply attempt to slay Lawful or Neutral passersby who fail to pay their tithes.
MEN
Die Typical Mountain Desert (Mars) Waterbourne
1 Bandits Band its Nomads Buccaneers
2 Brigands Berserkers Dervishes Pirates
3 Necromancer Brigands Nomads Buccaneers
4 Wizard Lord Lord Pirates
5 Bandits Wizard Wizard Buccaneers
6 Berserkers Superhero Nomads Mermen
7 Lord Cavemen (Red Martians) —
8 Superhero Necromancer (Tharks)
9 Brigands Evil H.P. (Black Martians)
10 Bandits Cavemen (Yellow Martians)
11 Evil H.P. Patriarch (Tharks)
12 Patriarch Berserkers (White Martians)
Notes:
There will be from 2-12 men with any Fighting-Man, Magic-User, or Cleric en
countered in the wilderness. They will be from the 1st to 4th level of the appro
priate class. In addition there will be other magical items they might have:
Animals will generally be of the giant variety, although the referee might prefer
to have small spiders, for example, which attack the party when they are asleep.
TREASURE TYPES:
* Roll for each category (Gems and Jewelry), probability shown if different
for either category.
1 Brigands will have only very important prisoners, 1/20 Brigands, while
Bandits will have prisoners at a ratio of 1/10 Bandits. Both classes will car
ry Silver Pieces on their person, 2-20 each. Berserkers have neither. Cave
men have no treasure.
2 Nomads will have prisoners at a rate of 1/25. They will have 5-30 Sil
ver Pieces each. Dervishes have neither.
3 Pirates will have prisoners as do Bandits, and the same holds true for the
Buccaneer/Bandit relationship. Pirates and Buccaneers will carry from 2-12
Gold Pieces each. Mermen have treasure only underwater in their "Lair".
NOTE: All Treasure is found only in those cases where the encounter
takes place in the "Lair".
SWORD:
01-35 Sword +1
36-40 Sword +1, +2 vs. Lycanthropes
41-45 Sword +1, +2 vs. Magic-Users and Enchanted Monsters
46-50 Sword +1, Locating Objects Ability
51-60 Sword +1, +3 vs. Trolls (Clerics)
61-65 Sword, Flaming: +1
+2 vs. Trolls (Pegasi, Hippogriffs, + Rocs)
+3 vs. Undead Treants
66-70 Sword +1, Wishes Included (2-8 Wishes)
71-75 Sword +1, +3 vs. Dragons
76-78 Sword +2
79-80 Sword +2, Charm Person Ability
81-82 Sword +3
83 Sword, One Life Energy Draining Ability
84-00 Sword -2 (Cursed Sword)
ARMOR:
01-30 Shield +1
31-60 Armor +1
61-75 Armor & Shield +1
76-83 Shield +2
84 90 Armor +2
91-97 Armor & Shield +2
98-00 Shield +3
MISCELLANEOUS WEAPONS:
01-25 10 Magic Arrows
26-40 3-30 Magic Arrows
41-55 Dagger +1 vs. Man-Sized Opponents, +2 vs. Goblins
and KoboIds
56-60 Dagger +2 vs. Man-Sized Opponents, +3 vs. Orcs, Goblins
and KoboIds
61-65 Magic Bow
66-70 Axe +1
71-80 Mace +2
81-85 War Hammer +1
86-89 War Hammer +2
90 War Hammer +3, 6” Throwing Range with Return
91-96 Spear +1
97-99 Spear +2
00 Spear +3
POTIONS:
01-04 Growth 49-52 Clairvoyance
05-08 Dimenuation 53-55 Clairaudience
09-12 Giant Strength 56-60 Animal Control
13-16 Invisibility 61-64 Undeod Control
17-20 Gaseous Form 65-68 Plant Control
21-24 Polymorph (Self) 69-72 Human Control
25-28 Speed 73-76 Giant Control
29-32 Levitation 77-80 Dragon Control*
33-36 Flying 81-84 Poison**
37-40 ESP 85-88 Invulnerability
38-40 Delusion 89-92 Fire Resistance
41-44 Healing 93-96 Treasure Finding
45-48 Longevity 97-00 Heroism
* Referee to roll to determine which of the six types of Dragons will be
controlled.
** Referee will mislead by naming any of the other Potions, but if care
fully questioned should give it a singular feature.
SCROLLS:
01-20 1 Spell 61-70 Protection: Lycanthropes
21-35 2 Spells 71-80 Protection: Undead
36-45 3 Spells 81-90 Protection: Elementals
46-50 7 Spells 91-00 Protection: Magic
51-60 1 Curse*
*The referee must take extreme care in handling all Scrolls with an eye
towards duping the players when a Curse Scroll is found. The curse takes ef
fect immediately upon reading the Scroll; therefore having non-Curse Scrolls
disappear on occasion if not identified will help to force reading of Curse
Scrolls. To determine the type of curse use the table below;
Die Roll Curse: (Range 3" diameter)
1 or 2 Any monster of the referee's choice
3 or 4 Disease, fatal in 3 turns unless healed
5 or 6 Polymorph to insect of referee's choice
7 Transportation 1,000 miles, random direction
8 Transportation to another planet
RINGS:
01-09 Invisibility 81-85 Protection, 5' r.
10-15 Mammal Control 86-90 Regeneration
16-21 Human Control 91-92 Djinn Summoning
22-30 Weakness 93-94 Telekenisis
31-39 Protection 95-96 X-Ray Vision
40-49 Three Wishes 97-98 Spell Turning
50-60 Delusion 99 Spell Storing
61-70 Water Walking 00 Many Wishes (4-24)
71-80 Fire Resistance
WANDS AND STAVES (All wands usable by Magic-Users only) :
01-15 Metal Detection 61-65 Polymorph
16-20 Enemy Detection 66-70 Negation
21-25 Magic Detection 71-80 Staff of Healing*
26-30 Secret Doors & 81-85 Staff of Commanding**
Traps Detection
31-35 Illusion 86-90 Snake Staff*
36-40 Fear 91-95 Staff of Striking**
41-45 Cold 96-97 Staff of Withering*
46-50 Paralization 98-99 Staff of Power***
51-55 Fire Balls 00 Staff of Wizardry***
56-60 Lightening Bolts
NOTE: All items will be guarded by appropriate monsters. If the referee desires
he can simply roll on the Dungeon Encounter Matrix, (see Book III)
fifth or sixth level monster classes.